No user visible changes expected, except of new experimental feature option. ------------------------------------------------------------------------------ This introduces asset shelves as a new standard UI element for accessing assets. Based on the current context (like the active mode and/or tool), they can provide assets for specific workflows/tasks. As such they are more limited in functionality than the asset browser, but a lot more efficient for certain tasks. The asset shelf is developed as part of the brush assets project (see #101895), but is also meant to replace the current pose library UI. Support for asset shelves can quite easily be added to different editor types, the following commit will add support for the 3D View. If an editor type supports asset shelves, add-ons can chose to register an asset shelf type for an editor with just a few lines of Python. It should be possible to entirely remove `UILayout.asset_view_template()` once asset shelves are non-experimental. Some changes are to be expected still, see #107881. Task: #102879 Brush asset workflow blog post: https://code.blender.org/2022/12/brush-assets-workflow/ Initial technical documentation: https://developer.blender.org/docs/asset_system/user_interface/asset_shelf/ Pull Request: #104831
276 lines
8.3 KiB
Python
276 lines
8.3 KiB
Python
# SPDX-FileCopyrightText: 2011-2023 Blender Foundation
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#
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# SPDX-License-Identifier: GPL-2.0-or-later
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# note, properties_animviz is a helper module only.
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# support reloading sub-modules
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if "bpy" in locals():
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from importlib import reload
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_modules_loaded[:] = [reload(val) for val in _modules_loaded]
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del reload
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_modules = [
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"asset_shelf",
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"node_add_menu",
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"node_add_menu_geometry",
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"properties_animviz",
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"properties_constraint",
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"properties_data_armature",
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"properties_data_bone",
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"properties_data_camera",
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"properties_data_curve",
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"properties_data_curves",
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"properties_data_empty",
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"properties_data_gpencil",
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"properties_data_grease_pencil",
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"properties_data_light",
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"properties_data_lattice",
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"properties_data_mesh",
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"properties_data_metaball",
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"properties_data_modifier",
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"properties_data_pointcloud",
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"properties_data_shaderfx",
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"properties_data_lightprobe",
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"properties_data_speaker",
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"properties_data_volume",
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"properties_mask_common",
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"properties_material",
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"properties_material_gpencil",
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"properties_object",
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"properties_paint_common",
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"properties_grease_pencil_common",
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"properties_particle",
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"properties_physics_cloth",
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"properties_physics_common",
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"properties_physics_dynamicpaint",
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"properties_physics_field",
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"properties_physics_geometry_nodes",
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"properties_physics_rigidbody",
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"properties_physics_rigidbody_constraint",
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"properties_physics_fluid",
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"properties_physics_softbody",
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"properties_render",
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"properties_output",
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"properties_view_layer",
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"properties_scene",
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"properties_texture",
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"properties_world",
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"properties_collection",
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"generic_ui_list",
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# Generic Space Modules
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#
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# Depends on DNA_WORKSPACE_TOOL (C define).
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"space_toolsystem_common",
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"space_toolsystem_toolbar",
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"space_clip",
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"space_console",
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"space_dopesheet",
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"space_filebrowser",
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"space_graph",
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"space_image",
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"space_info",
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"space_nla",
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"space_node",
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"space_outliner",
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"space_properties",
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"space_sequencer",
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"space_spreadsheet",
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"space_statusbar",
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"space_text",
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"space_time",
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"space_topbar",
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"space_userpref",
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"space_view3d",
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"space_view3d_toolbar",
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# XXX, keep last so panels show after all other tool options.
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"properties_workspace",
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]
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import bpy
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if bpy.app.build_options.freestyle:
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_modules.append("properties_freestyle")
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__import__(name=__name__, fromlist=_modules)
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_namespace = globals()
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_modules_loaded = [_namespace[name] for name in _modules]
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del _namespace
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def register():
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from bpy.utils import register_class
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for mod in _modules_loaded:
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for cls in mod.classes:
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register_class(cls)
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space_filebrowser.register_props()
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from bpy.props import (
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EnumProperty,
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StringProperty,
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)
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from bpy.types import (
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WindowManager,
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)
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# space_userprefs.py
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def addon_filter_items(_self, _context):
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import addon_utils
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items = [
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('All', "All", "All Add-ons"),
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('User', "User", "All Add-ons Installed by User"),
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]
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items_unique = set()
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for mod in addon_utils.modules(refresh=False):
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info = addon_utils.module_bl_info(mod)
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items_unique.add(info["category"])
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items.extend([(cat, cat, "") for cat in sorted(items_unique)])
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return items
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WindowManager.addon_search = StringProperty(
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name="Filter",
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description="Filter by add-on name, author & category",
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options={'TEXTEDIT_UPDATE'},
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)
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WindowManager.addon_filter = EnumProperty(
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items=addon_filter_items,
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name="Category",
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description="Filter add-ons by category",
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)
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# These items are static but depend on the version cycle.
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items = [
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('OFFICIAL', "Official", "Officially supported"),
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('COMMUNITY', "Community", "Maintained by community developers"),
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]
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if bpy.app.version_cycle == "alpha":
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items.append(('TESTING', "Testing", "Newly contributed scripts (excluded from release builds)"))
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WindowManager.addon_support = EnumProperty(
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items=items,
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name="Support",
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description="Display support level",
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default={'OFFICIAL', 'COMMUNITY'},
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options={'ENUM_FLAG'},
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)
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del items
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# done...
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def unregister():
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from bpy.utils import unregister_class
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for mod in reversed(_modules_loaded):
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for cls in reversed(mod.classes):
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if cls.is_registered:
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unregister_class(cls)
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# Define a default UIList, when a list does not need any custom drawing...
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# Keep in sync with its #defined name in UI_interface.h
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class UI_UL_list(bpy.types.UIList):
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# These are common filtering or ordering operations (same as the default C ones!).
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@staticmethod
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def filter_items_by_name(pattern, bitflag, items, propname="name", flags=None, reverse=False):
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"""
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Set FILTER_ITEM for items which name matches filter_name one (case-insensitive).
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pattern is the filtering pattern.
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propname is the name of the string property to use for filtering.
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flags must be a list of integers the same length as items, or None!
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return a list of flags (based on given flags if not None),
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or an empty list if no flags were given and no filtering has been done.
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"""
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import fnmatch
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if not pattern or not items: # Empty pattern or list = no filtering!
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return flags or []
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if flags is None:
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flags = [0] * len(items)
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# Implicitly add heading/trailing wildcards.
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pattern = "*" + pattern + "*"
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for i, item in enumerate(items):
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name = getattr(item, propname, None)
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# This is similar to a logical xor
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if bool(name and fnmatch.fnmatch(name, pattern)) is not bool(reverse):
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flags[i] |= bitflag
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return flags
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@staticmethod
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def sort_items_helper(sort_data, key, reverse=False):
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"""
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Common sorting utility. Returns a neworder list mapping org_idx -> new_idx.
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sort_data must be an (unordered) list of tuples [(org_idx, ...), (org_idx, ...), ...].
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key must be the same kind of callable you would use for sorted() builtin function.
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reverse will reverse the sorting!
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"""
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sort_data.sort(key=key, reverse=reverse)
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neworder = [None] * len(sort_data)
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for newidx, (orgidx, *_) in enumerate(sort_data):
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neworder[orgidx] = newidx
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return neworder
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@classmethod
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def sort_items_by_name(cls, items, propname="name"):
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"""
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Re-order items using their names (case-insensitive).
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propname is the name of the string property to use for sorting.
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return a list mapping org_idx -> new_idx,
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or an empty list if no sorting has been done.
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"""
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_sort = [(idx, getattr(it, propname, "")) for idx, it in enumerate(items)]
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return cls.sort_items_helper(_sort, lambda e: e[1].lower())
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bpy.utils.register_class(UI_UL_list)
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class UI_MT_list_item_context_menu(bpy.types.Menu):
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"""
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UI List item context menu definition. Scripts can append/prepend this to
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add own operators to the context menu. They must check context though, so
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their items only draw in a valid context and for the correct UI list.
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"""
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bl_label = "List Item"
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bl_idname = "UI_MT_list_item_context_menu"
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def draw(self, context):
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# Dummy function. This type is just for scripts to append their own
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# context menu items.
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pass
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bpy.utils.register_class(UI_MT_list_item_context_menu)
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class UI_MT_button_context_menu(bpy.types.Menu):
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"""
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UI button context menu definition. Scripts can append/prepend this to
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add own operators to the context menu. They must check context though, so
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their items only draw in a valid context and for the correct buttons.
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"""
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bl_label = "List Item"
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bl_idname = "UI_MT_button_context_menu"
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def draw(self, context):
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# Draw menu entries created with the legacy `WM_MT_button_context` class.
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# This is deprecated, and support will be removed in a future release.
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if hasattr(bpy.types, "WM_MT_button_context"):
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self.layout.menu_contents("WM_MT_button_context")
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bpy.utils.register_class(UI_MT_button_context_menu)
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